﻿using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace peonwar
{
        [Serializable]
    class UnitHeavy3: Unit
    {
        // ---CONSTRUCTORS---
        // Creation de l'unite en precisant l'instance du joueur "User"
        public UnitHeavy3(User player) : base()
        {
            // Caracteristique au type d'unité
            UnitType = 9;
            QueueOffset = 70;

            AnimationFactor = 0.40;
            Initialize(player);
        }

        // ---PROPERTIES---
        // ---METHODES---
        // Animation idle qui joue en boucle
        public override void AnimationIdle()
        {
            base.AnimationIdle();
            Texture = GameTexture.TextureUnitHeavy3[0];
            Imgwidth = 63;
            Imgheight = 61;
            Indexmax = 7;

            Offset = 0;
        }

        // Animation walk qui est jouer en boucle une fois lancer
        public override void AnimationWalk()
        {
            base.AnimationWalk();
            Texture = GameTexture.TextureUnitHeavy3[1];
            Imgwidth = 62;
            Imgheight = 79;
            Indexmax = 14;

            Offset = 0;
        }

        // Animation degain de l'arme qui lance ensuite l'animation tirer
        public override void AnimationDrawIn()
        {
            base.AnimationDrawIn();
            Texture = GameTexture.TextureUnitHeavy3[2];
            Imgwidth = 86;
            Imgheight = 80;
            Indexmax = 3;

            Offset = 12;
        }

        // Animation tirer joue en boucle
        public override void AnimationFire()
        {
            base.AnimationFire();
            Texture = GameTexture.TextureUnitHeavy3[3];
            Imgwidth = 116;
            Imgheight = 71;
            Indexmax = 4;

            Offset = 26;
        }

        // Animation rengainer l'arme qui lance ensuite l'animation marcher
        public override void AnimationDrawOut()
        {
            base.AnimationDrawOut();
            Texture = GameTexture.TextureUnitHeavy3[4];
            Imgwidth = 86;
            Imgheight = 82;
            Indexmax = 3;

            Offset = 12;
        }

        // Animation mourrir, pas besoin de l'expliquer
        public override void AnimationDie()
        {
            base.AnimationDie();
            Texture = GameTexture.TextureUnitHeavy3[5];
            Imgwidth = 73;
            Imgheight = 63;
            Indexmax = 14;

            Offset = -6;
        }


    }
}

